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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Sat Nov 19, 2016 6:40 pm 
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swinei wrote:
e: IGGY fies are made by this http://www.radgametools.com/iggy.htm


Do you have any idea for modding *.iggy?
https://www.sendspace.com/file/8trh37


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Sat Nov 19, 2016 7:53 pm 
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adol365 wrote:
swinei wrote:
e: IGGY fies are made by this http://www.radgametools.com/iggy.htm


Do you have any idea for modding *.iggy?
https://www.sendspace.com/file/8trh37


I will try to extract .iggy files once I'm done with the .bimage7 files, I don't know anything about modding tho.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Sun Nov 20, 2016 3:42 am 
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These are all the Compression Chars and Par1 pairs. I added pixelformat where I know it:

{02, 07}
{04, 05}
{05, 14}
{06, 07}
{10, 05}
{10, 06}
{12, 07}
{16, 05} DXT5
{17, 05}
{18, 04}
{19, 03}
{20, 06} DX10

What's the best way to get the corresponding format? Is there any way around trial and error?


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Sun Nov 20, 2016 9:48 am 
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Possible formats used in this game. Still have no idea about compression char or how it can be converted to pixel format.
Code:
RGB
RG
RED
R32_G32_B32_A32_FLOAT
R32_G32_B32_A32_UNSIGNED
R32_G32_B32_A32_SIGNED
R32_G32_B32_FLOAT
R32_G32_B32_UNSIGNED
R32_G32_B32_SIGNED
R32_G32_FLOAT
R32_G32_UNSIGNED
R32_G32_SIGNED
R32_FLOAT
R32_UNSIGNED
R32_SIGNED
R16_G16_B16_A16_FLOAT
R16_G16_B16_A16_UNSIGNED
R16_G16_B16_A16_SIGNED
R16_G16_B16_A16_UNSIGNED_NORMALIZED
R16_G16_B16_A16_SIGNED_NORMALIZED
R16_G16_FLOAT
R16_G16_UNSIGNED
R16_G16_SIGNED
R16_G16_UNSIGNED_NORMALIZED
R16_G16_SIGNED_NORMALIZED
R16_FLOAT
R16_UNSIGNED
R16_SIGNED
R16_UNSIGNED_NORMALIZED
R16_SIGNED_NORMALIZED
R8_G8_B8_A8_UNSIGNED
R8_G8_B8_A8_SIGNED
R8_G8_B8_A8_UNSIGNED_NORMALIZED
R8_G8_B8_A8_SIGNED_NORMALIZED
R8_G8_B8_A8_UNSIGNED_NORMALIZED_SRGB
B8_G8_R8_A8_UNSIGNED_NORMALIZED
B8_G8_R8_A8_UNSIGNED_NORMALIZED_SRGB
B8_G8_R8_X8_UNSIGNED_NORMALIZED
B8_G8_R8_X8_UNSIGNED_NORMALIZED_SRGB
B8_G8_R8_UNSIGNED_NORMALIZED
B8_G8_R8_UNSIGNED_NORMALIZED_SRGB
R8_G8_UNSIGNED
R8_G8_SIGNED
R8_G8_UNSIGNED_NORMALIZED
R8_G8_SIGNED_NORMALIZED
R8_UNSIGNED
R8_SIGNED
R8_UNSIGNED_NORMALIZED
R8_SIGNED_NORMALIZED
BC1_UNSIGNED_NORMALIZED
BC1_UNSIGNED_NORMALIZED_SRGB
BC2_UNSIGNED_NORMALIZED
BC2_UNSIGNED_NORMALIZED_SRGB
BC3_UNSIGNED_NORMALIZED
BC3_UNSIGNED_NORMALIZED_SRGB
BC4_UNSIGNED_NORMALIZED
BC4_SIGNED_NORMALIZED
BC5_UNSIGNED_NORMALIZED
BC5_SIGNED_NORMALIZED
BC6_F16_UNSIGNED
BC6_F16_SIGNED
BC7_UNSIGNED_NORMALIZED
BC7_UNSIGNED_NORMALIZED_SRGB
B5_G6_R5_UNSIGNED_NORMALIZED
B5_G5_R5_A1_UNSIGNED_NORMALIZED
B4_G4_R4_A4_UNSIGNED_NORMALIZED
R11_G11_B10_UNSIGNED_FLOAT
R10_G10_B10_A2_UNSIGNED
R10_G10_B10_A2_UNSIGNED_NORMALIZED
D32F
D32F_S8_X24
D24_S8
D16
ETC1_RGB_4BPP
PVRTC_RGBA_2BPP
PVRTC_RGBA_4BPP
PVRTC_RGB_2BPP
PVRTC_RGB_4BPP


And here is updated template. Now it shows MipMaps position. Won't work on CubeMap images.
Code:
//--------------------------------------
//--- 010 Editor v6.0.3 Binary Template
//
// File:
// Author:
// Revision:
// Purpose:
//--------------------------------------
LittleEndian();

local uint i;

struct BIMAGE {

        uint64 Id;
        uint Zero;
        uint CompressionChar; //probably
        uint Par1;
        uint LayerNum;
        uint MainWidth;
        uint MainHeigth;

struct SubHeader {

        uint Width;
        uint Heigth;
        uint Layer;
        uint MipmapsNum;
        uint Par3;
        uint Par4;
        uint Par5;
        short Zero;

for(i=0;i<MipmapsNum;i++) {

struct Mipmap {

        uint64 MipmapNum;
        uint MipWidth;
        uint MipHeigth;
        uint MipSize;
        ubyte data[MipSize];
            } record;
        }
    } record;
} record;


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Sun Nov 20, 2016 3:07 pm 
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GRiNDERKILLER wrote:
Possible formats used in this game. Still have no idea about compression char or how it can be converted to pixel format.


And here is updated template. Now it shows MipMaps position. Won't work on CubeMap images.


To match the formats with the compression char I would get samples for each possibility and write all possible headers. Is the data from here all that I need to consider? Or is there some other values I need to change depending on the file (except width, height and MipSize)?

I copied part of your template for the .mip files:
Code:
//--------------------------------------
//--- 010 Editor v6.0.3 Binary Template
//
// File:
// Author:
// Revision:
// Purpose:
//--------------------------------------
LittleEndian();

struct Mipmap {

    uint64 MipmapNum;
    uint MipWidth;
    uint MipHeigth;
    uint MipSize;
    ubyte data[MipSize];

} record;


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Nov 21, 2016 7:08 pm 
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adol365 wrote:
Do you have any idea for modding *.iggy?
Is there any documentation available about the vector fonts that are stored in the *.iggy files?


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Nov 21, 2016 8:18 pm 
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herbert3000 wrote:
adol365 wrote:
Do you have any idea for modding *.iggy?
Is there any documentation available about the vector fonts that are stored in the *.iggy files?


Dont think so..

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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Tue Nov 22, 2016 3:08 am 
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herbert3000 wrote:
Is there any documentation available about the vector fonts that are stored in the *.iggy files?


That's the problem. :( The only information that we have is this.
http://www.radgametools.com/iggyhist.htm
Dishonoerd2 use 1.49 version.

Code:
Font offset
...

Font A data
Font B data
...
Font E data
Font A tag
Font B tag
...
Font E tag
Action acript


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Tue Nov 22, 2016 10:49 am 
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fonts are not only problem, i wrote tools last night and there is maximum size of archive allowed, if you add all necessary file on the end of the archive, game wont start, so i made a few tests and try to add only a few files and that is work, so there is somewhere set maximum of archive size... :( Means only possible way would be to try make a patch system or try to repack whole archive to make sure it fits into maximum size...

Fonts - found out that diff lang containing diff font sets, english is the worst as you can think... :)

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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Wed Nov 23, 2016 10:31 am 
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we made some progress :D

Image

Image

Image


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Wed Nov 23, 2016 1:54 pm 
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I used the block 0x1F30 - 0x15EE17 from lib_loc_english_font.iggy and got this:
(the letter on the right is from the russian font)

Code:
00 00 20 3D
00 40 33 BF
00 00 82 3E
00 00 80 3B
30 00 00 00
00 00 00 00
0E 00 00 00     numPoints
00 00 00 00
01 00 00 00
00 00 00 00
01 00 00 00
00 00 00 00
01 00 00 00
00 00 00 00
01 00 0D 00
02 00 0D 00

for (numPoints) {
00 00 C5 3D    x    (red crosses on screenshot)
00 80 33 BF    y
00 00 BF 3E    ctrl x (is 0 if straight line)    (blue crosses on screenshot)
00 40 E1 BE   ctrl y (is 0 if straight line)
03       type (1 = moveTo, 2 = straight, 3 = curved)
00
00 00
01 00
00 00
}


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Wed Nov 23, 2016 4:42 pm 
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herbert3000 wrote:
I used the block 0x1F30 - 0x15EE17 from lib_loc_english_font.iggy and got this:
(the letter on the right is from the russian font)

Code:
00 00 20 3D
00 40 33 BF
00 00 82 3E
00 00 80 3B
30 00 00 00
00 00 00 00
0E 00 00 00     numPoints
00 00 00 00
01 00 00 00
00 00 00 00
01 00 00 00
00 00 00 00
01 00 00 00
00 00 00 00
01 00 0D 00
02 00 0D 00

for (numPoints) {
00 00 C5 3D    x    (red crosses on screenshot)
00 80 33 BF    y
00 00 BF 3E    ctrl x (is 0 if straight line)    (blue crosses on screenshot)
00 40 E1 BE   ctrl y (is 0 if straight line)
03       type (1 = moveTo, 2 = straight, 3 = curved)
00
00 00
01 00
00 00
}


also very nice :) edit possible? or not yet ?

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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Wed Nov 23, 2016 11:31 pm 
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michalss wrote:
also very nice :) edit possible? or not yet ?
not yet ;) I'm still skipping too many parts of the file.
At the moment I'm primarily focused on reading the iggy files.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Thu Nov 24, 2016 11:35 am 
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herbert3000 wrote:
michalss wrote:
also very nice :) edit possible? or not yet ?
not yet ;) I'm still skipping too many parts of the file.
At the moment I'm primarily focused on reading the iggy files.


Nice mate can you also please send me source to PM ?

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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Fri Nov 25, 2016 6:03 am 
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Here's the source code of the Font Viewer:


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